Windows.

Post » Tue Feb 01, 2011 9:37 pm

This is great news!
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Unstoppable Judge
 
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Post » Wed Feb 02, 2011 6:29 am

So this confirms what we knew all along.

It's easier to build a world with separate maps for the insides of buildings.
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Rachel Hall
 
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Post » Wed Feb 02, 2011 5:25 am

I just wnt sunlight to not stream in through windows when your insde at night
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Spencey!
 
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Post » Tue Feb 01, 2011 5:55 pm

I just wnt sunlight to not stream in through windows when your insde at night

a simple brightness fade on the texture/lighting effect can fix this. I'd be shocked (as I was with Oblivion) if Beth didn't at least do that.
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Marcin Tomkow
 
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Post » Tue Feb 01, 2011 8:27 pm

I know, but it's still disappointing because it totally could be fixed and there is no reason to not fix it.


Have you even played Morrowind and Oblivion? If so then have you noticed have detailed the indoor invironments are? Imagine all those (moveable) objects being on the outside maps well... It seems impossible to me, this isnt fable where there are only a few undetailed objects in the room that are connected to the surface.
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Lucie H
 
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Post » Tue Feb 01, 2011 7:46 pm

well it doesn't disappoint me too much. what I hope is just that the loadings will be short. that's probably the only complaint I had about oblivion


You think the loading times were long in Oblivion?
I need about 1 to 2 secs to get into a house, and thats really fast...
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Prohibited
 
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Post » Tue Feb 01, 2011 11:50 pm

ah crap

I was hoping that at least smaller buildings could be open.

o well that's a -1

still the game needs a whole bunch of -1s to svck for me :P, still looks good but I'm very very disappointed about this, they used open buildings in Gothic and it was fine!!!
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Markie Mark
 
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Post » Wed Feb 02, 2011 8:01 am

Have you even played Morrowind and Oblivion? If so then have you noticed have detailed the indoor invironments are? Imagine all those (moveable) objects being on the outside maps well... It seems impossible to me, this isnt fable where there are only a few undetailed objects in the room that are connected to the surface.


hmm good point :cookie:
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Danel
 
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Post » Tue Feb 01, 2011 6:47 pm

Judging from Todd Howard's interviews....the game is going to get a lot of inspriation from RDR---which was able to make one massive seamless open world without cells--as large as Oblivion if not bigger. In Red Dead you could enter almost every building and it was fairly detailed inside. I think that it can be done with technology today.


That said, I wouldnt be disapointed if they go the classic route. I do hope Skyrim makes advances for Bethesda games in general though in terms of the engine capabilities--this game is supposed to be raising the bar after all.


Yeah. Red Dead Redemption was something I'd hoped for a lot. A very good RPG with great visuals and great stuff like this; no damn loading screens.

This is quite a disappointment to me. Not being able to see through windows is sad. Disappointing.
But what's even worse is that it completely ruins any hasty action, like combat or running away, from interior to exterior.
Like in Oblivion, when you were chased by someone; you could see them spawn/fade from thin air. Very very disappointing. Especially since this game is going to be out near 2012.
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Verity Hurding
 
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Post » Tue Feb 01, 2011 4:59 pm

they did something pretty similar to this in Fallout 3, though it didn't adjust for weather. then again there wasn't really any weather to adjust for, so.

i do hope there's weather sounds inside this time around, though. i never liked going indoors during a huge thunderstorm and not being able to hear it at all.


What was funny was even at night, in Fallout 3, the windows would be dark but you would still see sunlight poking through the holes of the houses in Megaton.
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Anna Watts
 
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Post » Tue Feb 01, 2011 5:44 pm

Now I'm not on a top end machine, but I have a mod in Oblivion that adds a little shack where you can actually see through the windows. It's part of the outside environment (which also means I get visits from imps and wolves and other critters). When I decorated that place it completely killed my machine. All those objects that had to be loaded along with the woods, the trees that moved, everything. I think it would be really sweet to be able to look out the window, but I just think it takes too much power to run all that and it ruins the experience for me. Unfortunately.
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Luis Reyma
 
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Post » Tue Feb 01, 2011 8:30 pm

Now I'm not on a top end machine, but I have a mod in Oblivion that adds a little shack where you can actually see through the windows. It's part of the outside environment (which also means I get visits from imps and wolves and other critters). When I decorated that place it completely killed my machine. All those objects that had to be loaded along with the woods, the trees that moved, everything. I think it would be really sweet to be able to look out the window, but I just think it takes too much power to run all that and it ruins the experience for me. Unfortunately.


Just because something *can* be done inefficiently doesn't mean it can't be done efficiently.
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Meghan Terry
 
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Post » Tue Feb 01, 2011 4:29 pm

Now I'm not on a top end machine, but I have a mod in Oblivion that adds a little shack where you can actually see through the windows. It's part of the outside environment (which also means I get visits from imps and wolves and other critters). When I decorated that place it completely killed my machine. All those objects that had to be loaded along with the woods, the trees that moved, everything. I think it would be really sweet to be able to look out the window, but I just think it takes too much power to run all that and it ruins the experience for me. Unfortunately.

What should have happened here is that they should have put the house in a separate exterior cell and scripted it not to load the nearby cells to the left, right, and back while surrounded by the walls.
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Ymani Hood
 
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Post » Tue Feb 01, 2011 9:52 pm

If it's done properly I'd completely love it.
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helliehexx
 
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Post » Wed Feb 02, 2011 3:40 am

hmm good point :cookie:

Actually, I disagree. It wasn't a good point. Because:

Have you even played Morrowind and Oblivion? If so then have you noticed have detailed the indoor invironments are? Imagine all those (moveable) objects being on the outside maps well... It seems impossible to me, this isnt fable where there are only a few undetailed objects in the room that are connected to the surface.

Have you even read the thread? If so then have you noticed how we brought up "portals"? Anyways, the interiors weren't even that detailed. Most of the "detail" was meshes which aren't anything more than a picture attached to an object. Plus, I don't know if you noticed, but several other games were brought up that had both detailed interiors and were completely seamless (namely Red Dead Redemption). Anyways, I'm not even sure you read the OP considering for some reason you thought that "making it so you can see out windows" means "making everything exist seamlessly".
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Ria dell
 
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Post » Tue Feb 01, 2011 4:49 pm

So what? The only thing is to make them a possible entrance to the building.
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Bethany Watkin
 
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Post » Wed Feb 02, 2011 6:24 am

So what? The only thing is to make them a possible entrance to the building.

What?
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Jhenna lee Lizama
 
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Post » Tue Feb 01, 2011 5:56 pm

Actually, I disagree. It wasn't a good point. Because:


Have you even read the thread? If so then have you noticed how we brought up "portals"? Anyways, the interiors weren't even that detailed. Most of the "detail" was meshes which aren't anything more than a picture attached to an object. Plus, I don't know if you noticed, but several other games were brought up that had both detailed interiors and were completely seamless (namely Red Dead Redemption). Anyways, I'm not even sure you read the OP considering for some reason you thought that "making it so you can see out windows" means "making everything exist seamlessly".


This is textbook "missed the point". Actual interiors weren't too detailed, but having the anywhere from 1-50+ objects rendered with real physics in an interior cell cause awful lag if most machines (namely consoles and machines that only pass minimum requirements) attempted to render them with everything in an exterior cell. Anyone who uses the "GTA/RDR did it" argument is clueless because while it does do that, there are maybe 6-7 objects in a building that have actual physics and they can't be interacted with except through the most basic collision detection. I understand the portal argument and that makes sense. There was even an Oblivion mod somewhat like that but it was just an alpha map that looks like the exterior, but would have no real collision.
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Robert Garcia
 
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Post » Tue Feb 01, 2011 8:30 pm

Would be very nice, but I think it's a bit too hard to pull off in TES.
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Kortknee Bell
 
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Post » Tue Feb 01, 2011 9:01 pm

Speaking of windows, I hope that interior and exterior windows will change (as will lighting around them) depending on time of day. Really adds to the immersion factor.
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Bee Baby
 
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Post » Wed Feb 02, 2011 3:10 am

What?

I mean making the windows working like doors. That'd be cool for thieves.
But except this, I'm really not that angry if we can't see through.
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Kirsty Collins
 
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Post » Tue Feb 01, 2011 9:52 pm

This is textbook "missed the point". Actual interiors weren't too detailed, but having the anywhere from 1-50+ objects rendered with real physics in an interior cell cause awful lag if most machines (namely consoles and machines that only pass minimum requirements) attempted to render them with everything in an exterior cell. Anyone who uses the "GTA/RDR did it" argument is clueless because while it does do that, there are maybe 6-7 objects in a building that have actual physics and they can't be interacted with except through the most basic collision detection. I understand the portal argument and that makes sense. There was even an Oblivion mod somewhat like that but it was just an alpha map that looks like the exterior, but would have no real collision.


No, you missed my point. My point was that it wasn't impossible. Just because the games used as examples did not require as much computing power does not mean that it is impossible to do the same with more. This is a logical fallacy. You cannot say "Every seamless game I've seen only has 6-7 objects, therefore games that load up to 50 objects can not be seamless".
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Amanda savory
 
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Post » Wed Feb 02, 2011 5:32 am

Pls don't compare with RDR. Thats a great game, but its far less CPU intense than e.g. Oblivion.
For what we know, they try to make an AI that let the NPCs decide what to do. Those scripts need a lot of CPU time.
Furthermore TES always had many scripts in the background, far more than most games and this also needs CPU time.
I'm sure if it is possible to render rooms in an exterior cell, they would do it. Why shouldn't they? To anger the fans?
No, if its possible, they would do it.
We don't even know how detailed the interiors are! Many people have Oblivion in their minds when thinking of interiors, but what if Skyrim has 100 Objects more per room?
We just don't know.

So, my point is: If its possible, they would do it. If not, then not.
We have to wait for screens of interiors to say more.
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Nikki Lawrence
 
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Post » Wed Feb 02, 2011 9:01 am

As long as the damn windows are not light blue and actually cast light down I will be happy. Oblivion was just ridiculous... 4 huge blue windows and the room would be pitch black
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Blackdrak
 
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Post » Tue Feb 01, 2011 11:25 pm

I am not overly bothered with how the windows are interpreted, as long as they cast light and have a sense of atmosphere at night I will be happy. Cause to be honest even if we can't see inside them to see what an NPC is doing, with the new Radient AI system I wouldnt want to be caught staring into a window admiring how they made it actually happen and being fined for pervertedness :L
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jaideep singh
 
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